// in a situation where a win can be forced, the AI must always force it public void PlayerAIAlphaBeta9_WinnableState_AlwaysForcesWin() { // Arrange Player alphabeta1 = new PlayerAIAlphaBeta('X', "AlphaBeta 1", 9); Player alphabeta2 = new PlayerAIAlphaBeta('O', "AlphaBeta 2", 9); // Act & Assert bool?[,] board; for (int i = 0; i < iterations; i++) { board = new bool?[, ] { { true, null, null }, { null, null, null }, { null, false, null } }; Assert.That(TestsMain.SimulateGameFromState(alphabeta1, alphabeta2, true, board), Is.Not.EqualTo(-1)); } }
// in a situation where a win can be forced, the AI must always force it public void PlayerAIMinimax9_WinnableState_AlwaysForcesWin() { // Arrange Player minimax1 = new PlayerAIMinimax('X', "Minimax 1", 9); Player minimax2 = new PlayerAIMinimax('O', "Minimax 2", 9); // Act & Assert bool?[,] board; for (int i = 0; i < iterations; i++) { board = new bool?[, ] { { true, null, null }, { null, null, null }, { null, false, null } }; Assert.That(TestsMain.SimulateGameFromState(minimax1, minimax2, true, board), Is.Not.EqualTo(-1)); } }